
#version 330

#include semantic.glsl


layout (location = POSITION) in vec3 position;
layout (location = NORMAL) in vec3 normal;

smooth out vec4 interpColor;

uniform vec3 dirToLight;
uniform vec4 lightIntensity;
uniform vec4 ambientIntensity;

uniform mat4 modelToCameraMatrix;
uniform mat3 normalModelToCameraMatrix;

layout(std140) uniform Projection
{
    mat4 cameraToClipMatrix;
};

void main()
{
    gl_Position = cameraToClipMatrix * (modelToCameraMatrix * vec4(position, 1.0));

    vec3 normalCameraSpace = normalize(normalModelToCameraMatrix * normal);

    float cosAngIncidence = dot(normalCameraSpace, dirToLight);
    cosAngIncidence = clamp(cosAngIncidence, 0, 1);

    interpColor = (lightIntensity * cosAngIncidence) + ambientIntensity;
}
    